/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* Steve McClure, 1996
*/
-#include <math.h>
+#include <config.h>
+
#include "misc.h"
-#include "var.h"
#include "sect.h"
#include "nat.h"
#include "item.h"
#include "news.h"
-#include "file.h"
#include "xy.h"
#include "optlist.h"
#include "budg.h"
#include "gen.h"
#include "subs.h"
+static int grow_people(struct sctstr *, int,
+ struct natstr *, int *, int,
+ short *);
+static int babies(int, int, double, int, int);
+static int growfood(struct sctstr *, short *, int, int);
+static void trunc_people(struct sctstr *, struct natstr *,
+ short *);
+
/*
* feed the individual sector
*
*/
int
-do_feed(register struct sctstr *sp, register struct natstr *np, int *vec, int *workp, int *bp, int etu)
+do_feed(struct sctstr *sp, struct natstr *np, short *vec,
+ int *workp, int *bp, int etu)
{
- extern double eatrate;
- int people;
- int work_avail;
- int starved, sctwork;
- int needed, dummy;
- int civvies, uws;
- int mil;
+ int people;
+ int work_avail;
+ int starved, sctwork;
+ int needed;
int maxpop;
-
+
/* grow people & stuff */
sctwork = sp->sct_work;
maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
- civvies = (vec[I_CIVIL] > maxpop) ? maxpop : vec[I_CIVIL];
- uws = (vec[I_UW] > maxpop) ? maxpop : vec[I_UW];
- mil = (vec[I_MILIT] > maxpop) ? maxpop : vec[I_MILIT];
- work_avail = total_work(sctwork, etu, civvies, mil, uws);
-
+ work_avail = new_work(sp,
+ total_work(sctwork, etu,
+ vec[I_CIVIL], vec[I_MILIT], vec[I_UW],
+ maxpop));
+
people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
if (sp->sct_type != SCT_SANCT) {
if (opt_NOFOOD == 0) {
if (vec[I_FOOD] < 1 + etu * people * eatrate) {
- /* need to grow "emergency rations" */
- work_avail -= (2 *
- growfood(sp, vec, (int)(work_avail/2), etu));
- /* It's twice as hard to grow those than norm*/
- pt_bg_nmbr(bp, sp, I_MAX+1, work_avail);
+ /* need to grow "emergency rations" */
+ work_avail -= (2 *
+ growfood(sp, vec, (int)(work_avail / 2),
+ etu));
+ /* It's twice as hard to grow those than norm */
+ pt_bg_nmbr(bp, sp, I_MAX + 1, work_avail);
if (!player->simulation)
sp->sct_avail = work_avail;
}
if ((vec[I_FOOD] < 1 + etu * people * eatrate) &&
- (sp->sct_own == sp->sct_oldown)){
-
+ (sp->sct_own == sp->sct_oldown)) {
+
/* steal food from warehouses, headquarters,
supply ships in port, or supply units */
- int needed;
-
- needed = ldround((double)(1+etu*people*eatrate),1);
-
+ int needed;
+
+ needed = ldround((double)(1 + etu * people * eatrate), 1);
+
/* Now, find some food */
- vec[I_FOOD] = supply_commod(sp->sct_own,sp->sct_x,
- sp->sct_y,I_FOOD,needed);
-
+ vec[I_FOOD] = supply_commod(sp->sct_own, sp->sct_x,
+ sp->sct_y, I_FOOD, needed);
+
}
}
starved = feed_people(vec, etu, &needed);
- if ((starved > 0 && sp->sct_own) && (!player->simulation)) {
- /* don't report POGO starvation */
- wu(0, sp->sct_own, "%d starved in %s.\n", starved,
- xyas(sp->sct_x, sp->sct_y, sp->sct_own));
- if (starved > 25)
- nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
- }
if (starved > 0) {
- if (!player->simulation)
- starvation(sp);
- sctwork = 0;
+ if (!player->simulation) {
+ /* don't report POGO starvation */
+ if (sp->sct_own) {
+ wu(0, sp->sct_own, "%d starved in %s.\n", starved,
+ xyas(sp->sct_x, sp->sct_y, sp->sct_own));
+ if (starved > 25)
+ nreport(sp->sct_own, N_DIE_FAMINE, 0, 1);
+ }
+ sp->sct_work = 0;
+ sp->sct_loyal += (random() % 8) + 2;
+ }
+ sctwork = 0;
} else {
if (sp->sct_work < 100)
sctwork = sp->sct_work + 8 + (random() % 15);
sctwork = 100;
if (!player->simulation)
sp->sct_work = sctwork;
- dummy = grow_people(sp, etu, np, &work_avail, sctwork, vec);
+ grow_people(sp, etu, np, &work_avail, sctwork, vec);
}
} else
sctwork = sp->sct_work = 100;
/* Here is where we truncate extra people, always */
trunc_people(sp, np, vec);
-
+
pt_bg_nmbr(bp, sp, I_CIVIL, vec[I_CIVIL]);
pt_bg_nmbr(bp, sp, I_UW, vec[I_UW]);
pt_bg_nmbr(bp, sp, I_MILIT, vec[I_MILIT]);
}
int
-growfood(struct sctstr *sp, register int *vec, int work, int etu)
+new_work(struct sctstr *sp, int delta)
{
- extern double fgrate;
- extern double fcrate;
- double food_fertil;
- double food_workers;
- double food;
- int work_used;
-
- /* I'm being very nice and commenting out this so players
- * won't whine about starvation
- if (sp->sct_fertil == 0 || work == 0)
- return 0;
- */
+ if (sp->sct_type == sp->sct_newtype)
+ return MIN(rollover_avail_max, sp->sct_avail) + delta;
+
+ return delta;
+}
+
+static int
+growfood(struct sctstr *sp, short *vec, int work, int etu)
+{
+ int food_fertil;
+ int food_workers;
+ int food;
+ int work_used;
+
food_workers = work * fcrate;
food_fertil = etu * sp->sct_fertil * fgrate;
- food = food_fertil;
- if (food > food_workers)
- food = food_workers;
+ food = MIN(food_workers, food_fertil);
+ if (food > ITEM_MAX - vec[I_FOOD])
+ food = ITEM_MAX - vec[I_FOOD];
/*
- * be nice; grow minimum one food unit.
+ * Be nice; grow minimum one food unit.
* This makes life simpler for the player.
*/
- vec[I_FOOD] += (int) food;
+ vec[I_FOOD] += food;
if (vec[I_FOOD] == 0)
vec[I_FOOD] = 1;
- if (vec[I_FOOD] > 9999)
- vec[I_FOOD] = 9999;
- work_used = (int) food / fcrate;
+ work_used = food / fcrate;
return work_used;
}
* returns the number who starved, if any.
*/
int
-feed_people(register int *vec, int etu, int *needed)
+feed_people(short *vec, int etu, int *needed)
{
- extern double eatrate;
- double food_eaten;
- double people_left;
- int can_eat;
- int total_people;
- int to_starve;
- int starved;
-
+ double food_eaten;
+ int ifood_eaten;
+ int can_eat;
+ int total_people;
+ int to_starve;
+ int starved;
+
if (opt_NOFOOD)
return 0;
- food_eaten = (double)(((double)etu * (double)eatrate) *
- (double)(vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW]));
- if (food_eaten <= 1)
+
+ total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
+ food_eaten = etu * eatrate * total_people;
+ ifood_eaten = (int)food_eaten;
+ if (food_eaten - ifood_eaten > 0)
+ ifood_eaten++;
+ if (ifood_eaten <= 1)
return 0;
starved = 0;
*needed = 0;
- if (food_eaten > vec[I_FOOD]) {
- *needed = food_eaten - vec[I_FOOD];
- if ((double)(*needed) < (double)(food_eaten - (double)vec[I_FOOD]))
- (*needed)++;
- if (opt_NEW_STARVE) {
- can_eat = (vec[I_FOOD] / (etu * eatrate));
- total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
-
- /* only want to starve off at most 1/2 the populace. */
- if (can_eat < (total_people/2))
- can_eat = total_people/2;
-
- to_starve = total_people - can_eat;
- while(to_starve && vec[I_UW]){
- to_starve--;
- starved++;
- vec[I_UW]--;
- }
- while(to_starve && vec[I_CIVIL]){
- to_starve--;
- starved++;
- vec[I_CIVIL]--;
- }
- while(to_starve && vec[I_MILIT]){
- to_starve--;
- starved++;
- vec[I_MILIT]--;
- }
-
- vec[I_FOOD] = 0;
+ if (ifood_eaten > vec[I_FOOD]) {
+ *needed = ifood_eaten - vec[I_FOOD];
+ can_eat = vec[I_FOOD] / (etu * eatrate);
+ /* only want to starve off at most 1/2 the populace. */
+ if (can_eat < total_people / 2)
+ can_eat = total_people / 2;
+
+ to_starve = total_people - can_eat;
+ while (to_starve && vec[I_UW]) {
+ to_starve--;
+ starved++;
+ vec[I_UW]--;
}
- else { /* ! opt_NEW_STARVE */
-
- people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
- starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
- /* only want to starve off at most 1/2 the populace. */
- if (people_left < 0.5)
- people_left = 0.5;
- vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
- vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
- vec[I_UW] = (int) (vec[I_UW] * people_left);
- starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
- vec[I_FOOD] = 0;
- } /* end opt_NEW_STARVE */
+ while (to_starve && vec[I_CIVIL]) {
+ to_starve--;
+ starved++;
+ vec[I_CIVIL]--;
+ }
+ while (to_starve && vec[I_MILIT]) {
+ to_starve--;
+ starved++;
+ vec[I_MILIT]--;
+ }
+
+ vec[I_FOOD] = 0;
} else {
vec[I_FOOD] -= roundavg(food_eaten);
}
/*
* Truncate any extra people that may be around
*/
-void
-trunc_people(struct sctstr *sp, register struct natstr *np, register int *vec)
+static void
+trunc_people(struct sctstr *sp, struct natstr *np,
+ short *vec)
{
int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
-
+
if (vec[I_CIVIL] > maxpop)
vec[I_CIVIL] = maxpop;
if (vec[I_UW] > maxpop)
* rate limitation on countries with high tech
* production? Maybe with just high education?
*/
-int grow_people(struct sctstr *sp, register int etu, register struct natstr *np, int *workp, int sctwork, register int *vec)
+static int
+grow_people(struct sctstr *sp, int etu,
+ struct natstr *np, int *workp, int sctwork,
+ short *vec)
{
- extern double obrate;
- extern double uwbrate;
- extern double babyeat;
- int newciv;
- int newuw;
- int new_birth;
- int new_food;
- int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
-
- newciv = 0;
- newuw = 0;
- if (vec[I_CIVIL] < maxpop) {
- new_birth = (int) roundavg(obrate * (double)(etu * vec[I_CIVIL]));
- if (opt_NOFOOD)
- new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
- else /* we are using food */
- new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
-
- newciv = new_birth;
- if (newciv > new_food)
- newciv = new_food;
- /* Now, check max pops */
- if ((vec[I_CIVIL] + newciv) > maxpop)
- newciv = maxpop - vec[I_CIVIL];
- vec[I_CIVIL] += newciv;
- }
- if (vec[I_UW] < maxpop) {
- /*
- * now grow uw's
- */
- new_birth = (int) roundavg(uwbrate * (double)(etu * vec[I_UW]));
- if (opt_NOFOOD)
- new_food = (int) (0.5 + maxpop / (2.0 * babyeat));
- else /* food is important */
- new_food = (int) (0.5 + vec[I_FOOD] / (2.0 * babyeat));
-
- newuw = new_birth;
- if (newuw > new_food)
- newuw = new_food;
- /* Now, check max pops */
- if ((vec[I_UW] + newuw) > maxpop)
- newuw = maxpop - vec[I_UW];
- vec[I_UW] += newuw;
- }
+ int newciv;
+ int newuw;
+ int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
+
+ newciv = babies(vec[I_CIVIL], etu, obrate, vec[I_FOOD], maxpop);
+ vec[I_CIVIL] += newciv;
+ newuw = babies(vec[I_UW], etu, uwbrate, vec[I_FOOD], maxpop);
+ vec[I_UW] += newuw;
/*
* subtract the baby eat food (if we are using FOOD) and return
* # of births.
*/
if (opt_NOFOOD == 0 && (newciv || newuw))
vec[I_FOOD] -= roundavg((newciv + newuw) * babyeat);
- *workp += total_work(sctwork, etu, newciv, 0, newuw);
+ *workp += total_work(sctwork, etu, newciv, 0, newuw, ITEM_MAX);
return newciv + newuw;
}
/*
- * percentage of people who starved
+ * Return the number of babies born to ADULTS in ETU ETUs.
+ * BRATE is the birth rate.
+ * FOOD is the food available for growing babies.
+ * MAXPOP is the population limit.
*/
-void
-starvation(struct sctstr *sp)
+static int
+babies(int adults, int etu, double brate, int food, int maxpop)
{
- sp->sct_work = 0;
- sp->sct_loyal += (random() % 8) + 2;
+ int new_birth, new_food, new;
+
+ if (adults >= maxpop)
+ return 0;
+
+ new_birth = roundavg(brate * etu * adults);
+ if (opt_NOFOOD)
+ new_food = new_birth;
+ else
+ new_food = (int)(0.5 + food / (2.0 * babyeat));
+
+ new = new_birth;
+ if (new > new_food)
+ new = new_food;
+ if (adults + new > maxpop)
+ new = maxpop - adults;
+
+ return new;
}